Added working progress bar to the passage
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+3
-1
@@ -1,6 +1,7 @@
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extends Node
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@onready var passage : Passage = $Passage
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@onready var pause_screen : Control = $PauseScreen
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@onready var game_over_screen : Control = $GameOverScreen
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@onready var world_generator : WorldGenerator = $WorldGenerator
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@@ -9,7 +10,8 @@ extends Node
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func _ready() -> void:
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pause_screen.hide()
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game_over_screen.hide()
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world_generator.generate(randi())
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var world_data := world_generator.generate(randi())
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passage.data = world_data.areas[0].stages[0].sectors[0].next_passages[0]
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func _input(event: InputEvent) -> void:
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@@ -5,8 +5,33 @@ extends Node2D
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signal player_died
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@export var data : PassageData:
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set = _set_data
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var _current_progress := 0.0
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@onready var enemy_swamp_controller : EnemySwampController = $EnemySwampController
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@onready var enemy_timer : Timer = $EnemyTimer
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@onready var progress_bar : TextureProgressBar = $ProgressBar
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func _physics_process(delta: float) -> void:
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if data:
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_current_progress += delta
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_update_progress_indicator()
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func _set_data(new_data: PassageData) -> void:
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data = new_data
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if data and progress_bar:
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_update_progress_indicator()
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func _update_progress_indicator() -> void:
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progress_bar.value = _current_progress
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progress_bar.max_value = data.length
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func _on_enemy_timer_timeout() -> void:
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+2
-1
@@ -58,7 +58,7 @@ autostart = true
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[node name="Background" parent="." instance=ExtResource("4_cuj01")]
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[node name="TextureProgressBar" type="TextureProgressBar" parent="."]
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[node name="ProgressBar" type="TextureProgressBar" parent="."]
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z_index = 50
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anchors_preset = 2
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anchor_top = 1.0
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@@ -67,6 +67,7 @@ offset_top = 352.0
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offset_right = 640.0
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offset_bottom = 360.0
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grow_vertical = 0
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step = 0.5
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texture_under = SubResource("AtlasTexture_u0ams")
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texture_progress = SubResource("AtlasTexture_heelu")
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